Mercurial > hg > early-roguelike
annotate arogue5/list.c @ 152:0c775afe0072
arogue7, xrogue: fix command repetition.
In both games, command() loops and calls the action function twice for
each command: once to schedule it by setting player.t_action and
player.t_no_move, and again, to actually do it, once player.t_no_move
has been reduced to 0. Each loop decremented count, so repeated
commands were only repeated half the number of times the player typed.
count is now decremented only when ch has been set to the repeated
command.
author | John "Elwin" Edwards |
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date | Thu, 28 May 2015 11:08:03 -0400 |
parents | 0ed67132cf10 |
children | 56e748983fa8 |
rev | line source |
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63
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1 /* |
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2 * Functions for dealing with linked lists of goodies |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include <stdlib.h> |
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16 #include "curses.h" |
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17 #include "rogue.h" |
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18 |
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19 /* |
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20 * detach: |
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21 * Takes an item out of whatever linked list it might be in |
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22 */ |
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23 |
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24 _detach(list, item) |
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25 register struct linked_list **list, *item; |
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26 { |
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27 if (*list == item) |
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28 *list = next(item); |
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29 if (prev(item) != NULL) item->l_prev->l_next = next(item); |
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30 if (next(item) != NULL) item->l_next->l_prev = prev(item); |
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31 item->l_next = NULL; |
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32 item->l_prev = NULL; |
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33 } |
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34 |
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35 /* |
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36 * _attach: |
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37 * add an item to the head of a list |
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38 */ |
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39 |
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40 _attach(list, item) |
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41 register struct linked_list **list, *item; |
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42 { |
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43 if (*list != NULL) |
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44 { |
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45 item->l_next = *list; |
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46 (*list)->l_prev = item; |
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47 item->l_prev = NULL; |
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48 } |
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49 else |
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50 { |
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51 item->l_next = NULL; |
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52 item->l_prev = NULL; |
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53 } |
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54 |
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55 *list = item; |
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56 } |
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57 |
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58 /* |
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59 * o_free_list: |
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60 * Throw the whole object list away |
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61 */ |
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62 |
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63 _o_free_list(ptr) |
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64 register struct linked_list **ptr; |
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65 { |
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66 register struct linked_list *item; |
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67 |
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68 while (*ptr != NULL) |
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69 { |
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70 item = *ptr; |
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71 *ptr = next(item); |
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72 o_discard(item); |
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73 } |
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74 } |
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75 |
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76 /* |
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77 * o_discard: |
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78 * free up an item and its object(and maybe contents) |
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79 */ |
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80 |
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81 o_discard(item) |
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82 register struct linked_list *item; |
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83 { |
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84 register struct object *obj; |
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85 obj = OBJPTR(item); |
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86 if (obj->contents != NULL) |
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87 o_free_list(obj->contents); |
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88 total -= 2; |
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89 FREE(item->l_data); |
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90 FREE(item); |
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91 } |
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92 |
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93 /* |
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94 * t_free_list: |
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95 * Throw the whole thing list away |
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96 */ |
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97 |
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98 _t_free_list(ptr) |
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99 register struct linked_list **ptr; |
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100 { |
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101 register struct linked_list *item; |
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102 |
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103 while (*ptr != NULL) |
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104 { |
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105 item = *ptr; |
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106 *ptr = next(item); |
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